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authorSergey Sharybin <sergey.vfx@gmail.com>2012-02-23 13:40:10 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-02-23 13:40:10 +0400
commitd881bb4b32d1dff089b6f8c61d0f0fdd16d2b82b (patch)
tree9bbbb4dff81ea59ddc2daf386e851f8ac2588d0b /source/gameengine/Rasterizer/RAS_2DFilterManager.h
parent09ee59c669dfa51bab22fe2552d619763a8c98a3 (diff)
BGE is compilable by MSVC again
Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector).
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_2DFilterManager.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
index a18df8b4d64..4510747c0e5 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
@@ -44,7 +44,7 @@ class RAS_2DFilterManager
private:
unsigned int CreateShaderProgram(const char* shadersource);
unsigned int CreateShaderProgram(int filtermode);
- void AnalyseShader(int passindex, vector<STR_String>& propNames);
+ void AnalyseShader(int passindex, std::vector<STR_String>& propNames);
void StartShaderProgram(int passindex);
void EndShaderProgram();
void PrintShaderErrors(unsigned int shader, const char *task, const char *code);
@@ -77,7 +77,7 @@ private:
short m_enabled[MAX_RENDER_PASS];
// stores object properties to send to shaders in each pass
- vector<STR_String> m_properties[MAX_RENDER_PASS];
+ std::vector<STR_String> m_properties[MAX_RENDER_PASS];
void* m_gameObjects[MAX_RENDER_PASS];
public:
enum RAS_2DFILTER_MODE {
@@ -105,7 +105,7 @@ public:
void RenderFilters(RAS_ICanvas* canvas);
- void EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text);
+ void EnableFilter(std::vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text);
#ifdef WITH_CXX_GUARDEDALLOC